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+if(!dojo._hasResource["dojox.gfx3d.vector"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
+dojo._hasResource["dojox.gfx3d.vector"] = true;
+dojo.provide("dojox.gfx3d.vector");
+
+dojo.mixin(dojox.gfx3d.vector, {
+ sum: function(){
+ // summary: sum of the vectors
+ var v = {x: 0, y: 0, z:0};
+ dojo.forEach(arguments, function(item){ v.x += item.x; v.y += item.y; v.z += item.z; });
+ return v;
+ },
+
+ center: function(){
+ // summary: center of the vectors
+ var l = arguments.length;
+ if(l == 0){
+ return {x: 0, y: 0, z: 0};
+ }
+ var v = dojox.gfx3d.vector.sum(arguments);
+ return {x: v.x/l, y: v.y/l, z: v.z/l};
+ },
+
+ substract: function(/* Pointer */a, /* Pointer */b){
+ return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z};
+ },
+
+ _crossProduct: function(x, y, z, u, v, w){
+ // summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
+ // x: Number: an x coordinate of a point
+ // y: Number: a y coordinate of a point
+ // z: Number: a z coordinate of a point
+ // u: Number: an x coordinate of a point
+ // v: Number: a y coordinate of a point
+ // w: Number: a z coordinate of a point
+ return {x: y * w - z * v, y: z * u - x * w, z: x * v - y * u}; // Object
+ },
+
+ crossProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Number: an x coordinate of a point
+ // b: Number: a y coordinate of a point
+ // c: Number: a z coordinate of a point
+ // d: Number: an x coordinate of a point
+ // e: Number: a y coordinate of a point
+ // f: Number: a z coordinate of a point
+ if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){
+ return dojox.gfx3d.vector._crossProduct(a, b, c, d, e, f); // Object
+ }
+ // branch
+ // a: Object: a point
+ // b: Object: a point
+ // c: null
+ // d: null
+ // e: null
+ // f: null
+ return dojox.gfx3d.vector._crossProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
+ },
+
+ _dotProduct: function(x, y, z, u, v, w){
+ // summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
+ // x: Number: an x coordinate of a point
+ // y: Number: a y coordinate of a point
+ // z: Number: a z coordinate of a point
+ // u: Number: an x coordinate of a point
+ // v: Number: a y coordinate of a point
+ // w: Number: a z coordinate of a point
+ return x * u + y * v + z * w; // Number
+ },
+ dotProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Number: an x coordinate of a point
+ // b: Number: a y coordinate of a point
+ // c: Number: a z coordinate of a point
+ // d: Number: an x coordinate of a point
+ // e: Number: a y coordinate of a point
+ // f: Number: a z coordinate of a point
+ if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){
+ return dojox.gfx3d.vector._dotProduct(a, b, c, d, e, f); // Object
+ }
+ // branch
+ // a: Object: a point
+ // b: Object: a point
+ // c: null
+ // d: null
+ // e: null
+ // f: null
+ return dojox.gfx3d.vector._dotProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
+ },
+
+ normalize: function(/* Point||Array*/ a, /* Point */ b, /* Point */ c){
+ // summary: find the normal of the implicit surface
+ // a: Object: a point
+ // b: Object: a point
+ // c: Object: a point
+ var l, m, n;
+ if(a instanceof Array){
+ l = a[0]; m = a[1]; n = a[2];
+ }else{
+ l = a; m = b; n = c;
+ }
+
+ var u = dojox.gfx3d.vector.substract(m, l);
+ var v = dojox.gfx3d.vector.substract(n, l);
+ return dojox.gfx3d.vector.crossProduct(u, v);
+ }
+});
+
+}